Artemis Entreri

The Assassin

He is the archenemy of the drow ranger, Drizzt Do'Urden and is the lead assassin in the western part of the Realms to date...
Artemis Entreri
Human male 11th-level thief/16th-level fighter

Armor Class: -2 to -6
Movement: 12
Hit Points: 110
THAC0: 5 (4 to 0 w/dagger, 3 w/sword)
No. of Attacks: 5
Damage/AT: 1d4+2 to 1d4+6 w/dagger (x3) & 1d8+3 w/sword (x2)
Alignment: Lawful evil

STR 13, DEX 18, CON 15, INT 16, WIS 15, CHR 13, COM 15

Thief Abilities: PP 80%, OL 65%, F/RT 50%, MS 99%, HS 90%, DN 55%, CW 99%, RL 20%, SU 75%.

Weapons of Proficiency: Two-weapon style specialization; ambidexterity; short bow; light crossbow; dagger (thrown and wielded, melee specialist); rapier; sling; long sword (specialist); short sword.

Nonweapon Proficiencies: Blind-fighting; direction sense; disguise; endurance; rope use; survival (northern wilderness and desert); tightrope walking; tracking. High Level Abilities: Adaptation and all around attack.

Equipment: Artemis has standard adventuring gear, which in his case includes thieving tools, spare weapons and clothes, rope, and so on.

Magical Items: A dagger +4, defender & life-stealer, a sword of wounding +1 (considered a long sword, although sometimes its refered to as a saber because of its shape), a ring of protection +2, a cloak of protection +4, and the mask of the ancients*.

Combat/Tactics: Artemis is a consummate warrior, combining his ambidexterity, thieving training, and warriors weapon skills to be one of the most dangerous swordsman in the Realms. Few men indeed could have so repeatedly crossed blades with Drizzt Do'Urden and lived to tell of it.
Artemis is a tactical master, taking every advantage offered him and seeking to create more. He'll often do this by taunting his foe into anger and mistakes. Artemis is also a very fast learner. If he observes a particular combat maneuver even a few times, he can add it to his own deadly repertoire.

Allies/Companions: Pasha Pook and the thieves' and assassins' guilds of Calimport. At various times in his past Artemis has also temporarily worked with the following persons: Sydney, Jierdan (whom he later killed), and Bok of the Arcane Brotherhood, Jarlaxle and Bregan D'aerthe; and even Catti-Brie and Drizzt when corcumstances forced Artemis to cooperate with his drow nemesis and the human woman in order to escape the city of Menzoberranzan.

Foes/Enemies: Drizzt Do'Urden (seldom have two been so closely matched and yet so different; the drow ranger truly is Artemis's archenemy), Catti-Brie, Bruenor Battlehammer, Regis, Wulfgar, and the drow of Menzoberranzan.

Appearance: A small man, Artemis is compact and all wiry muscle. He is possessed of angular features, striking high cheekbones, and heavy facial growth--though he is clean shaven, Artemis always seems to need a shave. His raven black hair is thick and full, but his eyes are gray and lifeless--betraying the emptiness of his life and his soul.

Personality: Artemis is a professional and always has an air of control about him. Every move he makes or word he speaks is calculated to achieve a desired effect. He never allows emotions or the circumstances--no matter how dire--to master him. In this, he's nearly as determined as Drizzt. He tirelessly maintains himself in top condition, and constantly seeks to improve his martial skills, again just as his drow nemesis does. Artemis also is terribly cunning, able to outthink as well as outfight his opponents.
One aspect of his professionalism that is rare in a man whose business is killing is that Artemis never kills unless it's necessary. While Regis and Catti-Brie were his prisoners (separately), Artemis had any number of opportunities to murder them, yet he did not do so.

Locales Frequented: Icewind Dale, the Sword Coast, Calimport, Menzoberranzan, and locals between these far-flung points.

Motivations/Goals: The greatest challenge Artemis has found in his entire life is in the person of Drizzt Do'Urden. In many ways, his efforts to defeat the drow ranger have become his mission in life.
Whether Artemis can get past this is likely to decide the future course of his life. Perhaps he'll seek another challenge, one to take his mind off the still unresolved (as they're both still alive) rivalry with Drizzt. This might mean returning to Calimport or striking out in a new direction, giving Artemis a chance to start fresh.

Campaign Uses: As is true with any well-defined character, finding out Artemis's motives and desires plays a huge part in deciding his next move.
If Artemis is unable to resolve his rivalry with Drizzt, he'd likely assume a plan (and perhaps a group of allies to occupy the drow's friends so that he and Drizzt can finally finish their business). This group might take the form of hand-picked individuals, a mercenary band, or even members of an evil organization with interests in the North. Both the Knights of the Shield and the Kraken Society qualify as potential partners.
Or Artemis might wander the Realms, seeking a new challenge to take his mind off his past. He could set up shop in the campaign area, perhaps trying to organize his own thieves' and assassins' guild.

Sources: "The Third Level", The Crystal Shard, Streams of Silver, The Halfling's Gem, The Legacy, Starless Night, The Silent Blade.

Unique Abilities:

  • Night Vision: From a pact he made with the drow, Artemis has gained the permanent effects of the spell infravision.
  • Whirlwind Attack: This special maneuver was created by Drizzt Do'Urden (Artemis's nemesis), and incorporates all his skill and mastery of swordsmanship. It is an attack where he twirls his blades up and down his body like a corkscrew, as he spins towards his opponents. This maneuver is in effect, both an attack and parry for the whole round, this gives him AC -10 despite what he is wearing. This also renders him immune to all attacks but called shots and naturally rolled 20's. All who fail to successfully hit him with their attacks suffer 1 or 2 attacks from his weapons as they twirl about his body. Anyone struck in this way is must roll 1d4 and divide the results by 2, if hit only once the victim is struck by Artemis's dagger, otherwise the victim is hit by both weapons. This attack can be used for up to five rounds at a time; otherwise it can be used at will.
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